- When you cast an area of effect spell, exclude up to two creatures from the effect.
Calistra
Caster
Fellowship Generated sheet, not saved · Seed 417 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
- All mental skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
- Gain +5 to relevant knowledge tests involving world history, local history, ancient ruins or items, etc.
- When rolling damage for a magical power, 1's and 2's explode.
- When a die explodes, add its value to the score and reroll them.
- Increase your base movement speed by 5 meters.
- Gain +3 to your first social roll with each new person you meet.
- 'Concentration' can be used to maintain two 'Focus' effects simultaneously.
Powers
- See thermal signatures. Adds +10 to detecting hidden creatures.
- You can see perfectly through smoke as though it's not present.
- Conjure a 6 meter area of fire, inflicting the burning condition on victims.
- Conjure a campfire (1 meter area). Won't immediately inflict burning.
- Increase nearby temperature to a comfortable level, or cook a meal in a single round.
- Breathe small gouts of fire, create smoke patterns, control fire color, etc.
Requires Power: Ignite
- Create a 10 meter area smoke cloud. Lasts 3 rounds.
- The smoke suppresses visibility. Creatures inside cannot see beyond melee range.
- Create and reshape a 25 meter area smoke cloud. Lasts 5 rounds.
- Instantly dismiss an area of smoke, or move it up to 10 meters.
Requires Power: Ignite
- A 10 meter zone of fire is fully under your control.
- It can be expanded, doused, altered, or bounded to a chosen area of effect.
- This can instantly remove a burning condition from a target.
- You can move the zone of fire up to 4 meters each round.
- Radiate heat and light equal to a small campfire.
Requires Power: Control Fire
- Fire spells deal an additional +1d6 fire damage while focusing.
- Cause a large, non-magical object to melt as though it has endured hours of superheated flame.
- The object rapidly melts like a viscous liquid, but cools too rapidly to be harmful.
- A tiny precision fire torch extends from your finger.
- e.g. weld items, brand inscriptions into surfaces, light tinder, etc.
Requires Power: Ignite
- Make a spellcasting attack. Deals 1d6+Arcana fire damage and inflicts burning.
- Deal 1d6+Arcana fire damage to a 6 meter area. Inflict burning on victims.
- Can alternatively be cast as a 10 meter cone.
- Deal 1d6+Arcana fire damage to a 10 meter area. Inflict burning on victims.
- Can alternatively be cast as a 16 meter cone.
- Victim is knocked 10 meters in a chosen direction and enters the prone condition.
- Save vs. Athletics to fully resist. Half-save reduces the knockback to 5 meters.
- Can launch targets upward at half strength, such as to assist with a jump.
- Victims in a 15 meter cone are knocked 15 meters in a chosen direction.
- Save vs. Athletics to fully resist. A half save reduces the knockback to 8 meters.
- Control a 10 meter area of fog, smoke, scents, fumes, and airborne contaminants.
- Can also create vacuums, remove dust, cobwebs, particulates, etc.
- Can cast for free while using Concentration.
- Gain +2 attack, +2 damage, and +1 range band on a ranged attack.
- This attack ignores penalties from wind, partial cover, and low visibility.
- The projectile can curve lightly around obstacles to hit its mark.
- Gain +5 attack, +3 damage, and +2 range band on a ranged attack.
- This attack ignores penalties from wind, partial cover, and low visibility.
- The projectile can curve around obstacles to hit its mark.
Requires Power: Wind
- Up to three creatures can effortlessly follow your movement.
- Works while using powers; e.g. levitation, enhanced speed, etc.
- Sustain light winds through concentration.
- Can increase sailing speed by 50%.
Requires Power: Wind
- Deflect an incoming projectile within short range of you.
- Redirect an incoming projectile within short range.
- Make your own attack for the redirected projectile, up to medium range.
- Deflect any number of incoming projectiles within short range of you.
- You can pick and choose which projectiles to affect.
Requires Power: Control Wind
- Glide through open air with a slow descent (~2 meters per round). Ignore fall damage.
- Often combined with levitation to glide across longer distances.
- You can move in any direction this turn, including vertically.
Traits
Wins through effort.
Has people who obey, support, or rally behind them.
Acts boldly despite obvious danger.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Blade Proficiency; balanced cutting weapon for melee combat.
Tools for navigating, marking, and working through confined underground routes.
Foraging, navigation, weathering, and wilderness safety gear.
Recipient-specific recovery of physical health and stamina
Recipient-specific replenishment of internal essence
Glass orb whose wisps point toward concentrations of sapient Prana.
User can see in low light environments.
Channels efficient, rechargeable firebolt attacks.
Attuned users can sense where the Tetherstone is.
Notes
No notes.